Saturday, 25 April 2015

Wargames with Meaning

Readers of relatively recent posts might have discerned a possible line of thought that wargames might be speaking into our current world, even if they actually refer to past events. We might be conditioned to look at past events through, as it were, the spectacles of the present. Actually identifying such wargames is a bit tricky, however. We are not blessed with hindsight into our present situation. So, what I want to consider is what such a wargame might look at.

Now, commentary on our present situation is quite a frequent topic in what I shall have to call cultural objects (because I do not have a better expression). For example, I believe there was a recent US film of Rosemary Sutcliffe’s ‘Eagle of the Ninth’. It was rather hard not to interpret the legionaries marching into Scotland, all mountains, unknown paths, uncertain natives and rarely seen enemies as an allegory of the US intervention in Afghanistan (and, it must be mentioned, slightly more subtle than the ‘ISIS fighters’ of recent posts). Now this itself has to be interpreted in some cultural matrix. For example, there is a strong strand of anti-imperialism in US culture and politics; it is also possible that the original novel was conceived and written in a different matrix that either today or the implied audience of the film. And so on. Interpretation of these sorts of things is never easy.

On a similar vein, history too can be infected by the curse of being contemporary and fashionable. In fact, in the UK, academic history has to make itself fashionable in order to survive. The demands of the Research Effectiveness Framework (or whatever it is called) demand that the public be both informed and able to understand the work as disseminated. It is possible that this is why we have seen so many Black Death graves being excavated. Everyone love a good, gory, epidemic, as long as it happened a long time ago.

On this theme, however, we do start to see some resonances with contemporary politics. I have somewhere a book about Cromwell and the Scots. Towards the end, having dealt with Dunbar, the invasion of England and Worcester, along with all the machinations of the factions and politics, the author remarks that he wrote the book, more or less as a warning against the Scots and the English self-defining as different nations again. As I recall, the volume was released with the first rumblings of the idea of the recent Scottish Independence Referendum. What would have happened if the vote had been ‘yes’? The implication is that things would not have gone well for the Scots, although probably rule by Major-Generals was not on the table.

And so we head to more or less wargaming territory, and ask the question what would a historical wargame with contemporary resonances look like? Mr Grice suggested that a wargame of the 1689 Siege of Derry/Londonderry might not play too well in, say, Belfast. That is a game of a historical event which is still very much in the current consciousness of some people. It is fairly obvious that it might offend or, possibly, outrage some folk. But is there a more allusive sort of game we could get away with without running those sorts of risk?

I suppose that the sort of thing I am looking for is a game which, in and of itself, raises no eyebrows, but might cause a thoughtful onlooker to ponder anew the sorts of things that are going on in the world. For example, the play and film ‘Children of a Lesser God’ was, on the surface, a love story between a teacher and a deaf girl. At a slightly deeper level it was about how we treat those people who are perceived to have disabilities. The teacher’s attempt to get the girl to say his name was an attempt to force her into his world, the world of the hearing, the normal world, rather than the equally valid world of the deaf.

So, I am looking for a wargame which it, itself, a good game, but which also can be conceived to have contemporary resonance. I have in the past suggested Alexander’s problems in Bactria as a paradigm for recent conflicts in Afghanistan, but how about something like a 1980’s Third World war in Europe. There are, shall we say, issues with Russia and the west / NATO. It is perhaps not beyond the bounds of possibility to envisage an invasion. How would NATO have fared in the Eighties? Would they do any better now?

Perhaps that one is too obvious. Maybe a Roman invasion of Britain scenario would have resonance with the debates over immigration in the current general election campaign. Perhaps a Spanish Civil War game would have a light or two to shine on the growth of the far right in today’s Europe. It is also possible (although I’m not convinced about this) that the ‘Very British Civil War’ stuff I see around, set in late 1930’s England featuring assorted factions, some of them far right, might be a reflection of modern politics. I am not sure because I suspect it is more to do with using that early war British stuff that otherwise rarely appears.

Of course, we can define our wargame to be about something. We can claim that the Roman invasion of Britain game is about imperialism and its brutality, or colonialism and its consequences. We could move on from there and point to a similarity between, say, the chaos of post-Saddam Iraq and post-Roman Britain. All sorts of warlords, weird sects, and military entrepreneurs and so on enter the scene as the superpower pulls out. The point of this, surely, would be to demonstrate that however it works out, the population will be the ones who suffer.

As I am sure you can tell, I do not have that many ideas along this line. My mind is not that of a dramatist or playwright. Perhaps you can do better in looking from this perspective than I.


Saturday, 18 April 2015

The Problems of Campaigns

I do not know about you, of course, but I like campaign games. The idea of a campaign is attractive; a motivation for each battle is given. Personalities emerge, units become heroic and carry all before them in game after game. And so on.

There is, however, a problem with a given campaign game. I have been following with interest Prometheus in Aspic’s English Civil War campaign. It has been carefully planned, tested; the troops and armies have been lovingly assembled, and so on. The rules have been adjusted, the scenario tweaked and games have been played.

Now, here, unfortunately, is the rub. After two battles, Mr Foy has more or less defeated one side. As umpire, of course, he is throwing in some extra forces, having a final big battle and thus deciding the war. But I suspect that there is a bit of a twinge. With all that set up, do we not deserve a bit more return?

Here, I think, is one of the problems of a campaign game. We set it up carefully, thoughtfully. Enjoy the map moves and manoeuvres. Fight the battles. And one side wins. Often, it seems to me, in a campaign, one battle is enough to decide the outcome. I think it was Don Featherstone who remarked that in one of his ACW campaign games, after a couple of battles, one side was in no state to continue.

This seems to be a terrible down-side to a campaign game. In my own case, while Fuzigore is set up just to provide a narrative reason for a few games, the time I did set a campaign up ‘properly’, that is drawing maps, plotting moves and so on, it did finish in one, large and decisive, battle. All that work for a relatively limited quantity of gain. Perhaps I could have just placed the figures on the table and got on with it straightaway, as it were.

I think, however, that most real life campaigns, at least before the world wars, were similar. I cannot really think, for example, of English Civil War campaigns which had more than one or two battles in them. Marston Moor, for example, had the siege of York, and Rupert’s blast through Lancashire (I do not recall any battles there, though, a few places were captured and relieved), but the main event was the Battle of Marston Moor and that was pretty well that for the campaign.

So far as I can recall, most other ECW campaigns were of a similar nature. There might have been the odd skirmish before, perhaps a rear-guard action afterwards, but even when events did interlock there was not much in terms of continuous campaigning; even for something like the Cropredy Bridge to Lostwithiel to Second Newbury campaign, there were substantial breaks in the movement of troops, recruitment and reinforcement and, of course, some truly awful decision by assorted high commanders. There were, of course, a number of battles along the way, but the whole thing lasted from April to October and so the number of battles per month was not that great. A wargame reproduction of the campaign would probably have lasted about half an hour, and resulted in the Parliamentarian capture of Oxford at the beginning of June.

In the last paragraph, I might have exaggerated a tad, but the point might be germane. As wargamers, as people conducting wargames as our hobby, we actually want action. In real life (or history; the two do not necessarily correlate) often commander do not, particularly, want to join battle. Again, in the run up to Cropredy Bridge, the Royalist high command was actively seeking to avoid battle. The main action was to take place in the north and the aim of the Oxford army was to tie Waller and Essex up in knots, but not to actually fight. As it turned out, of course, Waller and Essex proved to be quite capable of tying themselves up in knots and were defeated in detail. Better cooperation could, quite possibly, have ended the war a year or so earlier.

I think there is also a question of scale, or scope, of the campaigns. Most campaign games seem to me to focus on limited areas, limited forces and limited objectives. Given these parameters, it is quite likely that the game will end with a decisive victory in a battle by one side or the other. In that sense, a campaign game is perfectly accurate: many campaigns in history were ended by a major battle, with perhaps a few extras along the way. Even the Waterloo campaign only had four battles, in three of which the major strength of the armies involved were not deployed.

Larger scope campaigns could remove the feeling of a lot of work going into a single battle. If we imagine a campaign of the whole ECW, then as well as Marston Moor and Cropredy, there would have been battles in Scotland, Wales and probably Ireland as well. While these are separate campaigns, they also interlink and become strategic drivers for further operations. Mr Foy has also run a Spanish Peninsular campaign which has not run out of forces, so far as I am aware, although the scope might be limited by having to invent the rest of Europe as drivers.

The problem with the bigger campaign is, of course, the increasing amount of work which might be required to keep it going. For some, like Fuzigore, this is not an issue, because I decided to ignore things like unit histories, the relationship between land, taxation and armies, and so on. I have a narrative driver or two and do not worry about the rest. The idea is to generate interesting (and not necessarily balanced) wargames with the minimum of fuss and bookkeeping. This may not appeal to everyone.

So, while I (and others) do recommend the campaign game as a way of keeping interest in wargaming and avoiding the lack of motivation in continuous single battles, campaigns do not come without a whole new set of problems of their own. But they are worth a go.



Saturday, 11 April 2015

Disciplining Wargames

It is interesting, from time to time, to consider what wargames might be, if things had developed differently. This might appear to be a rather pointless exercise, but the history of wargaming is as contingent as anything else, and presumably therefore could have turned out differently.

Of course, fundamentally, wargaming would have been rather different if warfare, particularly western warfare had been different. If, for example, the highest point of western warfare had been something like the Flower Wars of Central America, then we would not be frantically painting up hordes of Napoleonic infantry for our Waterloo anniversary games. We might be carefully finishing our exquisite figures of Wellington, Blucher and Napoleon for the re-enactment of the show down a La Haye Saint, and perhaps adding in a few spectators, but aside from that we could not be worrying about the mass.

There is also the issue, I suppose, that wargaming, as a human activity, has all the advantages and disadvantages of the nature of human activities. If you look around the world, you will see that society, and the different bits of it, organise themselves in distinct patterns, and these patterns often reproduce themselves.

For example, I pay taxes. I do not much like doing so, but I do so because if I do not I will be punished. My society does not tolerate people who do not pay taxes (unless I have clever accountants and lawyers employed to help me avoid taxation liability.  In which case the rulers tend to wink at it because they are doing the same thing.) I am disciplined into paying up; more so, I am, in fact, paying up even before I see the money, because my employers kindly remove it from me before I see it. Again, if they do not do that, and I do not declare my income, we would probably all land up in prison.

And that is part of the point, of course. If no-one paid taxes, the government which demanded the tax could not, in fact, put everyone in prison. After all, there would be no money to build and staff prisons, and no staff anyway as they, too, would be of the criminal fraternity at that point. Given that there would be no health services, education, mass media and so on, it is probably as well that this does not happen, but the point it that we collude, consciously or not, with the prevailing culture. We have been trained or disciplined to do this.

In a democracy, of course, this is all well and good. The defence that the government cannot spend my taxes responsibly is only a partial one. Various people have tried, for example, withholding part of their taxes on the grounds that they disagree with government policy over, say, nuclear weapons. The courts have not upheld these cases. Where self-discipline fails (or, worse, people start to think for themselves) punishment steps in. To add insult to injury, the people still have to pay, even when they are let out of prison.

By now, I expect that you are starting to wonder what all this has to do with wargaming. Possibly you will have spotted the link already, but I shall try to be explicit. The same sort of thing happens in wargaming, although obviously without the punishment associated with the judicial system. Nevertheless, we are still disciplined, consciously or not, by the wargaming system.

A minor example of this might be role playing games. Now, many wargamers are, or have been, role players, but not that many actually admit it. RPGs appeared in the 1970’s and were deemed to be insufficiently wargaming for many wargamers and their clubs. Role playing was banished to back rooms or out of the clubs entirely. It developed its own culture, and probably started to discipline its own members in a similar sort of way. The role players learnt that their sort of behaviour was not acceptable in serious wargaming circles. Many wargamers who have or still do play RPGs simply keep quiet about it.

I am not saying, of course, that there is no overlap. Wargames do pinch ideas from RPGs and vice versa. I know of Flashing Blades campaigns which have landed up with big battles fought out as formal wargames. Often, role playing lands up with the individuals engaged in far bigger actions than RPGs can cope with. A change of scale is required. Similarly, wargames are often focussed on specific individuals, be they commanders, a particular squad, of whatever. While we, as humans, like our categories, the boundaries are a lot more fluid than we give credit for.

Be that as it may, there are still accepted norms within wargaming which we have to work within. We need figures, and rules, and dice, and measuring devices. If we try to create a wargame outside of these things, we are probably no-longer recognised as wargaming. The activity defines itself as having these things, and not having them is exclusive. By the mere fact of its existence and the activities associated with it, wargaming disciplines itself. It has no power to punish (except, perhaps, by ridicule), but it does know what wargaming is and what it is not, even though there are some grey areas.

As an individual wargamer, then, I self-identify with the activity of wargaming, which is determined by the activities of painting toy soldiers, reading military history, and playing games designed, roughly, to represent that history. Stepping outside the accepted norms is usually no longer accepted as wargaming. There are some exceptions, of course. Innovations do count, and take time to be accepted. A couple of decades ago, for example, 6mm figures were only vaguely on the fringes, except for micro-armour. These days, they are much more accepted, although not totally so. The point is that these things come into the culture, and can be accepted or not.


As I might have mentioned before, there is no overall locus of control or power within wargaming. But I think the point of the ramble above is that there does not have to be. We are trained to discipline ourselves within the hobby. And if we step outside it, we cease to be wargamers.

Saturday, 4 April 2015

Wargaming – A Liberation View

For my sins, I have been reading a bit about liberation theology. Now, before you all rush off in despair about the ‘t’ word, I just want to use some of the ideas (as I understand them) to try to critique some bits of wargaming. It probably will not work, but I might get a medal for trying. I did, in fact, ask a local radical feminist theologian to comment, but she just muttered something about even asking the question being patriarchal and then flounced off to wash her hair in a mass of contradictions.

The last sentence above is, of course, a feeble attempt at a joke, but does raise a more serious point. Liberation theology (or politics, for that matter) is something that looks very different from the global south than it does from the global north, and so my witterings here will be form the comfort of my middle class armchair, rather than a place where I cannot afford an armchair at all.

Be that as it may, it is possible to argue that wargaming and wargamers are attempting to live in a world dominated by the male and by aggression. This, of course, also includes science fiction and fantasy wargames, even if female characters are included in the games, the violence is still male generated. As wargamers, it could be said, we live in a fantasy where male violence is normative, and an acceptable way of resolving disputes.

Now, of course, historical gamers (and, I suspect, everyone else) can say ‘yes, agreed, but that is just the way it is’. At, to an extent, they would be correct in that. Warfare has been overwhelmingly the province of males, usually, in its organised form, ordered and undertaken by males, and the results of the wars have been related to male-dominated hierarchies of power. A historical wargame, therefore, is simply representing a past which was male dominated.

The problem with that (and I’m not convinced it is a real problem, but it is a possible argument) is that by re-enacting, in whatever form, such activities, we are attempting to relocate them into our worlds where, perhaps, the (post)modern male has much less power, much less of a monopoly of the means of violence. The reproduction of power dominant behaviour of the past is an attempt to legitimize similar efforts in the present.

On a similar line, it could be argued that colonial games are an effort by some citizens of a failed Empire (or a failing one, if one views the USA as such) to reclaim domination over the world. A colonial wargame is an attempt by a reactionary faction of the metropolitan state to recapture the days of power and glory, at the expense of the colonised, defeated and enslaved peoples of the world. In a colonial wargame, the argument might run, the aim is to re-enslave the native peoples of the land, to re-exploit their legacy.

Now, of course, I am not claiming that these arguments are valid, true or even useful, but I do think they might make us pause a little and consider what we are actually doing when we wargame. Naturally, the overriding activity is one of recreation. Wargaming is a hobby (at least, I guess, for more or less everyone who reads this blog). We play wargames for fun, for entertainment and for interest. There might be a few misguided wargamers out there who think that by winning a game they have humiliated their opponent, for example. I have heard of this sort of thing, but it is rare (fortunately).

But, despite this, there is a little nagging doubt as to our motivations. Our choice of wargame could be a political one, in the sense that our choice of, say, a British Expeditionary Force dispatched to Darkest Africa could be because we do, perhaps subconsciously, hark back to days of glory and daring do. Our interpretation of history might be something along the lines of ‘white rule was good for Africa’ and an attempt to justify that by re-enacting some aspect of it.

I do not think that this is the case, but I do think we, as a hobby, might need to be aware of it. By extension, the argument could be made, in a similar way, about those who insist on wargaming the Axis powers in World War Two and, if proven, the implications of that could be more unsettling yet.

From, as I said above, a global north perspective, this all seems fine and dandy. There are few issues, ethical, moral or political, about fighting colonial wargames or World War Two. From a global south view, however, things may not seem quite the same. World War Two could quite happily be dismissed as a European Civil War with unfortunate consequences for the rest of the world. A wargame based around the Warsaw Ghetto could be quite acceptable. A wargame based around, say, the Ashanti campaigns could be viewed very differently, however. For us, it is just another Victorian small war. For someone who is an Ashanti, it is likely to be much more than that.

It has been noted here occasionally that, for example, there are some bits of English history that do not tend to be wargamed. The bit of the Hundred Years War after the death of Edward II, for example, when the English lost decisively, is largely ignored. Similarly, the rest of the HYW after, say, the Siege of Orleans tends to be passed over in silence, at least until the glorious failures of the last couple of battles. Again, viewed from a global south (or even, in this instance, French) perspective, these eras of operation might be entirely acceptable and interesting.


Perhaps, then, it is just a matter of where you sit. If we accept that in principle anything is possibly wargamable, then it is only our perspective, our horizon, our prejudices and biases which limit the possibilities. This might suggest that, in fact, we should game those things that make us slightly uncomfortable. 

Saturday, 28 March 2015

The Authentic Wargame

I mentioned a week or two ago the idea of the authentic and the kitsch in art. Real art, I claimed (or at least, quoted Roger Scruton as claiming) represents reality to us. Kitsch invited sentimentality, the turn inwards to observe and admire our own emotions and enjoy ourselves as being civilised, sensitive people.

I also noted, in passing, that modern art, in its many forms, simply seems to set out to shock. In fact, some art bureaucrats often seem to think that something is art if the general public do not like it. It can then be sold at a vastly inflated price for someone to put on a gallery wall (no one in their right mind would actually want these things in their own living room, would they?). Shock, the public outcry garners attention, if nothing else.

Now, harking back to vaguely remembered bits of Gadamer, I think we could claim that, in some senses, wargaming is art, or at least has some features in common with some art forms. The art form in particular that I have in mind is theatre. Now, of course, there are clear differences. A play has a set script which, except in some more modern plays, the actors tend to follow. But there are some helpful resonances as well, I think.

Firstly, a play is repeated a number of times, both in its current production and in revivals, and also in different productions, with different casts, directors and so on. Furthermore, a play, as the instance of this particular performance, is unique. This set of actors, this room, this audience is specific to this one off event of a play. As with teaching, this version is a singular event.

Wargames, too, can and are played and played again. Again, each event is different. The wargamers might be different; they might swap sides and be informed by what happened last time, and so on. The rules might be known more or less well, the terrain set out slightly different. The details, which do actually matter in a game as well as a play, vary.

Now, the point to which I am painfully iterating is something like this. Some plays are done well, some poorly. Some are shut down by mobs or the secret police. Some mock the establishment and some the population, and so on. Good theatre, then, brings us face to face with reality, or at least a recognisable depiction thereof. In some sense, we could argue, a good wargame should do the same.

Consider a fairly simple case of a classic role playing game such as Runequest or D & D. Good and evil are fairly explicit in the rules. A character in D & D can be evil, good or neutrally aligned. In RQ chaos is everyone’s enemy and the Lunar Empire is suspicious because of its ambivalent attitude to it. Thus, most of the time, there is no moral question which arises. The baddies must be defeated. Perhaps the nearest theatrical equivalent would be a modern pantomime, where we can safely Boo the baddies because, well, they are baddies and because we know they will be defeated in the end.

At the other extreme there are some theatre productions which do simply set out to shock. I vaguely remember a controversial production, I think of ‘The Romans in Britain’ which featured a scene of homosexual rape. For its time this was outrageous and widely condemned. What it had to do with the plot or what the play was trying to say I am not sure (I’ve not seen it, nor can really be bothered to find out more about it), but the fact is the outraged a lot of people (who probably had not bothered to see it either; outrage is like that).

The wargaming equivalent of this is, well, what? Would a wargame of an uprising in a concentration camp do it, or of the Warsaw uprising? The Princess Diana demolition derby, where the players as photographers chase a car until it crashes (bonus points for pictures of the maimed occupants)? These are certainly tasteless, but would they produce the outrage?

I think what I am trying to get at is that an authentic wargame is one where we can see, or feel the emotion, the reality, reaching out towards us. If we did have a Warsaw Ghetto game, it would be only authentic is we could find in it the desperation of the fighters in launching such a desperate battle, and the destruction which befell the city. Anything else, perhaps, would be less authentic, less respectful to the original situation and battle.

Given the difficulty inherent in constructing wargames with even a slight degree of the real historical outcomes, are we therefore condemned to inauthentic wargames, ones with little or no contact with any real historical world? And if we are, are we not more comfortable with the idea that they do not correspond to any sort of reality? After all, a wargame which does confront us with reality would, in many cases, hardly be a recreation.

So, finally, what of wargaming the ultra-modern, the Taliban, IS or conflict in Ukraine? Are these merely shocking and tasteless, or are there deeper currents moving? Given the general inaction of politicians and widespread near to apathy of populations not directly involved, would a tasteless, provocative wargame of Kaderia, Donetsk or a border post in Sinai at least get people talking about it. Could a wargame, like art, hold up a mirror to the world and attempt to get us to stop ignoring it?

I think to suggest it would is, probably, yielding far too much to the idea of a wargame as in any sense powerful, politically or morally, whereas a play might be. I am as much against the idea of painting toy soldiers in the form of IS and wargaming with them as the next wargamer in the street.


But I do wonder. Could a wargame of the British NW Frontier of India, or Alexander’s problems in Bactria hold up a mirror to the times? Or, like science fiction, a non-historical wargame actually be ‘about’ today? But, maybe, I am starting to take the whole idea of wargaming way too seriously.

Saturday, 21 March 2015

Performative Wargames

It is possibly because I have just read a book on speech-acts, but I am coming around to the view, slowly as befits a bear of very little brain, that most wargaming is performative. By this I mean that, in part, the words we say are both descriptive and determinative of what happens, but also the wargame as wargame is a performance.

I suppose the second item above comes from my reading of Gadamer. He considers, as I might have mentioned, art and the aesthetic. As with most considerations of art, ultimately he means pictures, but along the way he considers other art, including the plastic arts and plays.

A play is, when you think about it, an odd sort of thing. The actors have a script, which they follow (OK, some avant-guard plays might be improvisation, but let’s ignore them for the moment). However, the play, as presented, is much more than just the words in the script. Different actors might present different characters in different ways.  The script itself, while not obviously malleable, can be edited, cut down and, to some extent, reworked. The environment of the play, the scenery can be changed. For example, some Macbeths have got heavy duty medieval scenery. Some have been performed on an empty stage with just a crown hanging above it and black hangings around it.

The upshot of all of this is that even though the script is (relatively) fixed, the surroundings make a difference, as do the cast and their interactions with each other and the director, stage manager and scenery people, and so on. To say that there is ‘a’ play, as in a single, unalterable object of culture, is a mistake. There is a script as an object, and there are performances of it.

The point is that each performance of a play, even if the cast, director, scenery and editing of it are the same, is different. For one thing, the audience is different. As with teaching, you might be covering (or trying to cover) the same material in a class, but each time your audience is different. Even if they were the same, their location, immediate experience, reflections and so on would be difference. Even if the same audience went to the same play with the same cast again, they would have already seen the play and their reactions would, at least in part, be different.

A performance, then, is a single, unrepeatable act. Macbeth might die at each performance, but the manner of his arriving at that point is likely to be different, at least in the minds of the actors and the audience. These differences might be very minor or trivial, but they will exist. A performance cannot be repeated.

Now, consider a wargame of a historical battle. We have, if I have to labour the analogy, a cast list, which are the orders of battle of the different sides and armies present. We have some scenery, given in some sorts of stage directions, and we have a script of sorts, which describes how the battle went in its, for want of a better term, ‘real life’ performance.

So we settle down for a wargame, and various things happen during the performance of it. Perhaps the left wing which historically fought on runs away after the first move. Perhaps the rest of the army, which was a bit pathetic in the original, perform heroically and save the day. Maybe we arrive at a vaguely historical outcome, albeit by a different route. What, if anything, can we say about the performance?

Obviously, there are a few things. Firstly, we can consider the rule by which we have arrived at the outcome of the performance which we have. Perhaps the rules were inaccurate on some grounds. Well, in principle we could correct that and re-wargame, but this would lead to a different performance.

Secondly, we can analyse the distribution of luck. Some people, of course, are obsessed by rolling ones or sixes. They might believe, against all the evidence that the dice conspire against them. His is simply the usual function of the human mind. It is pattern seeking, and finds them even where we know they do not exist. As evidence, try listening to a detuned radio on headphones. Is there not someone singing in the background?

The point is, though, that the wargame is also a one off performance. You can refight the battle, but the outcome will, in some way, vary. Perhaps, having fought it once, you have learnt that masking off that portion of the other side’s army with skirmishers might be a better plan than ploughing into then with cataphracts. Even if you do not try a different plan, the die rolls are inevitably going to be different. Similarly, the set up might be subtly different; those two hills might be half a base closer together.

The thing is here that no two wargames are going to be the same, as no two performances of a play are. There are, in both activities, a wide range of variables to juggle with. Not all of these are, at least, within our conscious control. The audience and their reactions is beyond the control of playwright, cast or director. The dice rolls are (we hope) beyond the control of the wargamers. While both might have a script, subtle deviations from it (or, in wargaming, wholesale variations) can cause major differences in outcomes for the performance.

This, of course, reflects back to what I said a bit ago about history and horizons. Macbeth can be almost infinitely re-interpreted, ‘bought up to date’ by directors with a different horizon and view than Shakespeare. Macbeth can be presented as an oppressor, and man with a mission to be king, a dupe of forces beyond his control or simply as a flawed human put in impossible positions by others. But this depends on how the play is read.


And for wargaming? Do we wargame things which are appropriate to our own horizons? Is this what makes wargaming the Roman invasion of Britain acceptable, but wargaming current middle east crises tasteless?

Saturday, 14 March 2015

Tasteful Wargaming

I have written extensively (well, extensively for me, anyway) about the ethics of wargaming. As it turns out, there is no particular deep seated ethical issue underlying wargaming per se. What we find acceptable in wargaming or not, or whether we simply treat the whole idea as ‘yuk’ is a distinctly personal thing. The whole issue turns on taste and, I suppose, on the possibility of giving and taking offence.

Now taste is a rather funny thing. In the first place, taste is personal, subjective. As someone (W. C. Fields, possibly) once said ‘don’t do to others what you might want them to do to you; your tastes may not be the same.’ Thus, for example, most people seem to be perfectly happy to wargame World war One or Two, even though the cruelty of the warfare is extreme. Similarly, most people do not seem to have a problem with, say, Vietnam, although some might draw the line at a game which entailed firing ballistic missiles at each other (there was indeed such a game).

As personal and subjective, then, it is hard to be at all prescriptive about our taste. It varies. So too does the threshold at which we deem something offensive. Some people think that a piece of sculpture consisting of a crucifix pickled in urine is offensive and some people think it is the ultimate in modern art. In fact, some people seem to think that the more offensive a piece is, the more it must be art, even though they might not want to actually hang it in their living room.

When it comes to wargaming, however, the issues are a bit more complex. What we represent, no matter how abstractly, is going to wander close to the average taste barrier. The question is surely, then, how we approach this barrier, and how do we make a particular instance of wargaming tasteful, or at least, capable of generating the least offence (I suppose it is a different question as to whether we should do this).

As an example, I saw on a blog recently someone (quite rightly) complaining about a new range of figures released which, from the picture, were about ten 28 mm figures sold under the name ‘ISIS Fighters’. This, they argued, was tasteless, and as I recall all the comments agreed. Someone noted, however, that if they had been marketed as’ Modern Middle-Eastern Irregulars’ that would have been acceptable. And I could not help but wonder why.

Now, speaking as someone who has not fought a wargame after 1715 for about two decades, I might not be the best person to answer the question, but I do think it is an interesting one. ISIS (or ISIL, or IS, or Al-Qaeda, or whoever the terrorist monsters of the moment might badge themselves at the moment) are nothing if not tasteless (apart from anything else they might be). Beheading people and videoing it, or putting other human beings in a cage and setting fire to them are ideas that most pubescent role-playing gamers would recoil from, even in an extreme game situation. Of course, that is part of the point, but it does not remove the nastiness of these evil actions.

But does anyone really want to create a wargame based around these people as a recreation?

Now I might be guilty here of creating an ‘other’, some abstract person (an Islamist terrorist, in this case) to project all my fears and hatred onto. But I am not sure that this is the case here; I have no intention of buying the figures nor of wargaming the present atrocities in Syria, Iraq and Libya. I do think that the production of the figures has crossed a line of taste and offence, however.

I have recently listened to a series of three short talks by Roger Scruton (‘A Point of View’ on BBC Radio 4) where he has questioned the value of modern art. In fact, bits of the above were pinched from his talk. He argues (as I understand it) that the difference between art and a fake is that art means it, and a fake just tries to grab our emotions (and make a quick buck). Art is hard, kitsch is easy. Modern art, in its efforts to shock, goes beyond kitsch.

Now, the danger is with kitsch is that we think two things (Scruton quotes Milan Kundera): first, we think ‘isn’t it nice to watch children playing on the grass’. Second, we think ‘isn’t it nice to be watching ourselves thinking isn’t it nice to watch children playing on the grass’. Our aesthetic experience is turned in towards ourselves, our emotions, our subjectivity. Real art, Scruton argues, represents reality, objectivity to us.

I suspect that something similar is going on here. We can be offended, condemn as tasteless the production of ISIS figures. But the danger is that they become like a piece of offensive modern art. We start to enjoy being offended by them, or, possibly, we find that some part of the wargaming community enjoys giving the offence to everyone else, in the same way that Scruton accuses the art critics of assuming that real modern art is simply that which the public does not like.

In short, there is something about the human race that enjoys being offended. My grandmother, for example, was a rather straight laced lady whom I never heard swear. One Christmas she picked up ‘Puckoon’ by Spike Milligan. Half-way through the afternoon she announced to the gathered family “There are fourteen ‘buggers’ on this page!” She was rather enjoying the book, I think.


So perhaps we should be a little careful about gleefully condemning the figure line. I find it tasteless and offensive, as, so far as I can tell, most people do. My motives for doing so, however, seem to be subjective. There might be some people in the world who simply do not see a problem with using them in a wargame. But the question for both them and me has to be ‘why?’ There seems to be no simply answer to that, except that it is way beyond my own taste threshold.